Diseases and Poisons

Learn the game system here, as well as info from the GM on house rules.
Death
Posts: 101
Joined: Fri Sep 15, 2023 10:35 pm

Diseases and Poisons

Post by Death »
Diseases

Anthrax:
Incredible intensity; inhaled or injury; -1CS to Endurance after a two day incubation period; an additional -2CS to Endurance the following day if a second Incredible Endurance FEAT is failed. Note: if the patient fails a third Incredible Endurance test, one of the lost Endurance ranks is lost permanently.

Small Pox:
Remarkable intensity; inhaled or contact; -1CS to Strength and Endurance ranks after a 5 day incubation period; an additional -1CS to Strength and Endurance ranks the following day if a second Remarkable Endurance FEAT is failed.

Pneumonia:
Good intensity; inhaled; -1CS to Strength rank after a three day incubation period; an additional -2CS to Strength and a -2CS to Endurance ranks the following day if a second Good Endurance FEAT is failed.

Hantavirus:
Excellent intensity; injury; -1CS to Strength after a one day incubation period; an additional -1CS to Strength and a -1CS to Endurance ranks the following day if a second Excellent Endurance FEAT is failed. Note: if the patient fails a third EX Endurance test, one each of the lost Strength and Endurance ranks is lost permanently.

Necrotizing Faciitis:
Excellent intensity; Contact; -1CS to Endurance after a four day incubation period; an additional -2CS to Endurance the following day if a second Excellent Endurance FEAT is failed. Note: if the patient fails a third Excellent Endurance test, one of the lost Endurance ranks is lost permanently.

West Nile Virus:
Good intensity; injury; -1CS to Fighting, Agility and Endurance ranks after a three day incubation period; an additional -1CS to Fighting, Agility and Endurance ranks the following day if a second Good Endurance FEAT is failed. Note: if the patient fails a third Good Endurance test, one of the lost Endurance ranks is lost permanently.

Salmonellosis:
Excellent intensity; ingestion; -1CS to Fighting, Agility and Strength ranks after a one day incubation period; an additional -1CS to Fighting, Agility and Strength ranks the following day if a second Excellent Endurance FEAT is failed.



Poisions

Arsenic:
Remarkable intensity; ingested; -2CS to Strength; -3CS to Endurance ten rounds later if a second Remarkable Endurance FEAT is failed.

Atropine:
Excellent intensity; injury; -2CS to Fighting and Agility; -2CS to Strength ten rounds later if a second Excellent Endurance FEAT is failed.

Belladonna:
Amazing intensity; injury; -2CS to Strength; an additional -4CS to Strength 10 rounds later if a second Amazing Endurance FEAT is failed.

Blue Vitriol:
Good intensity; injury; -1CS to Endurance; an additional -1CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.

Blue-ringed Octopus Venom:
Remarkable intensity; injury; -2CS to Endurance; an additional -2CS to Endurance 10 rounds later if a second Remarkable Endurance FEAT is failed.

Chloral Hydrate:
Amazing intensity; ingested; -2CS to Fighting and Agility; 10 rounds later a second Amazing Endurance FEAT must be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours.

Chloroform (vapor):
Incredible intensity; inhaled; Unconsciousness for 1d3 (1d10/3) hours.

Curare:
Amazing intensity; injury; -3CS to Fighting and Agility; -3CS to Intuition and Psyche 10 rounds later if a second Amazing Endurance FEAT is failed.

Cyanide:
Incredible intensity; injury; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second Incredible Endurance FEAT is failed. Victims of cyanide poisoning have a breath odor of bitter almonds and froth at the mouth, and their skin takes on a blue hue.

Cyanogen:
Amazing intensity; inhaled; -2CS to Fighting and Agility; -3CS to Endurance 10 rounds later if a second Amazing Endurance FEAT is failed.

DDT:
Incredible intensity; inhaled; -1CS to Strength; an additional -2CS to Strength 10 rounds later if a second Remarkable Endurance FEAT is failed.

Knockout Gas:
Amazing intensity; inhaled; -2CS to Fighting and Agility; 10 rounds later a second Good Endurance FEAT must be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours. Knockout gas can be encountered with varying intensities.

Lead Arsenate (gas):
Good intensity; inhaled; -1CS to Strength; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.

Lead Arsenate (solid):
Good intensity; ingested; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.

Mustard Gas:
Incredible intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second Incredible Endurance FEAT is failed. It also has corrosive effects on the skin, eyes and exposed mucus membranes; Good corrosive damage to exposed skin, and temporary blindness for 1-10 days if an Endurance feat is failed. These non-inhalation effects can be negated by simple protection (e.g. heavy clothing and goggles).

Paris Green (gas):
Excellent intensity; inhaled; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.

Paris Green (solid):
Excellent intensity; ingested; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second Excellent Endurance FEAT is failed.

Puffer Fish Poison:
Excellent intensity; injury; -2CS to Strength; 10 rounds later a second Good Endurance FEAT must be passed, or else the victim is paralyzed for 10d10 rounds.

Rattlesnake Venom:
Good intensity; injury; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.

Sarin Nerve Gas:
Amazing intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second Amazing Endurance FEAT is failed.

Scorpion/Tarantula Venom:
Good intensity; injury; -1CS to Strength; an additional -1CS to Strength 10 rounds later if a second Good Endurance FEAT is failed.

Strychnine:
Amazing intensity; injury; -1CS to Fighting and Agilty; -3CS to Endurance 10 rounds later if a second Amazing Endurance FEAT is failed.

Tear Gas:
Remarkable intensity; inhaled; Blindness for 1d10 rounds. Tear Gas may be encountered with varying intensities.

VX Nerve Gas:
Monstrous intensity when inhaled; Amazing intensity on contact; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second Monstrous Endurance FEAT is failed.